sankojin Posted August 2, 2017 Share Posted August 2, 2017 I have a sword and when I do my import into nif scope some of the vertices along the edge move back. It makes the blade look like a saw. It's only happening along the point of the blade towards the tip. I delete history before I export and have tried different ways of making the geometry but it still happens. I model in Maya 2016, export an .obj then import into 3ds max 2015 (student version) then export .nif and then import into nif scope. My .nif export for maya has never worked for me and I hate modeling in max so that is why I do it this way. Any ideas, anyone? Link to comment Share on other sites More sharing options...
jkruse05 Posted August 2, 2017 Share Posted August 2, 2017 Try converting to nif through Outfit Studio, has generally worked for me with Blender. Link to comment Share on other sites More sharing options...
sankojin Posted August 2, 2017 Author Share Posted August 2, 2017 Try converting to nif through Outfit Studio, has generally worked for me with Blender.Thanks for the reply, I did try it with outfit studio. For some reason though my hard and soft edges where not exporting correctly from it. I did find a fix but it was a long one. I went into nifskope and used the vertice data log and moved them my self. It was a very long prosses but it worked. Thankfully I only had to do it with about 6 of them. Still if anyone knows of a way to keep this from happening I would really appreciate it. On a side note, I did notice that when I was moving the vertices in nifskope, the ones that were causing me problems had two of them. Meaning that instead of there just being one along the edge it had two. I did merge them in Maya but in nifskope, it had two. Link to comment Share on other sites More sharing options...
jkruse05 Posted August 2, 2017 Share Posted August 2, 2017 Did you have any modifiers similar to edge-split applied? That creates double verts, but for a good reason. Link to comment Share on other sites More sharing options...
Deleted15964729User Posted August 4, 2017 Share Posted August 4, 2017 Does sound a bit like medium precision vs high precision geometry. This page has a good summary http://wiki.tesnexus.com/index.php/Creating_an_armour_for_Fallout_4._Part_4 Link to comment Share on other sites More sharing options...
sankojin Posted August 4, 2017 Author Share Posted August 4, 2017 (edited) I wouldn't call it high precision. The edge is only about 6 ploys in the problem area. The whole blade is about 60 polys. Thank you though. I'll look into that. Edited August 4, 2017 by sankojin Link to comment Share on other sites More sharing options...
Recommended Posts